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In reply to KillAndAction
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#32
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KillAndAction
Hero selection:
- against magical factions - Jalib (in addition to his ability, the starting skill "Luck" will also be useful - magic resistance and lucky spellcaster)
- fast clearing of adjacent zones, capturing secondary artifacts (for sale) and mines, "rush" tactic - Nazir (practically invincible, for example, on the "Former Friends" and "Key to Victory" maps)
- fast initial development - Narhiz, Nur, Ora
- Razak (one of the most essential skills for a mage, available from the start!)
- Faiz - the specifics of the ability imply specific hero selection
- Hafiz - a dubious hero. I usually use him starting from the middle stage of the game to replenish the gremlins weekly (if, of course, there are no more than two unbought mages left, for example).

In my opinion, mentorship makes sense if we cannot immediately buy the desired hero in the tavern.

In the first week, it is necessary to build level 4 creatures, possibly at the expense of building the town hall. It all depends on the difficulty level of the created game and the specific tasks that we face at the moment. As a rule, we first upgrade mages to archmages to fight with them in stacks of 4. Then they can be changed if they don't suit. And by the third week, we should try to place all creatures in the city.

I agree that on standard maps, it may not be possible to create mini-artifacts. But on random maps, it is necessary to create them. For a mage, this is a kind of compensation for the skills that were not obtained and for their "underdevelopment". Let's remember that the strength of mini-artifacts directly depends on the "Knowledge" parameter. By the end of the game, they can change the entire course of the final battle, together with the upgraded (and not just one, it all depends on who we are playing against) school of magic. When creating mini-artifacts, you need to pay attention to the faction against which we are playing. If the faction is magical, you can focus on magic defense; if it is non-magical, focus on damage, initiative, and luck/defense/hit points/speed, etc. There are many options for creating them: both the mini-artifacts themselves and for which unit of the Academy they are intended...

For example: we create magic defense for all creatures of the Academy, except for obsidian gargoyles, of course. And then we hit in battle with Armageddon:smile40:
I also had the idea to create mini-artifacts that give magic defense to the mage troops, take Jalib as a hero, and cast Armageddons, but testing showed that Armageddon is ridiculously weak for mages, and the spell itself is not always available in the castle, and Jalib's "Spell Reversal" does not reflect Armageddon
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#33
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I believe that the strength of mages lies in their mini-arts and in the artifact shop.
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#34
:smile49: :D
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#35
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I also had the idea to give magical protection to the mage troops using mini-art, take Jalib as the hero, and cast Armageddons, but testing showed that Armageddon is ridiculously weak for mages, and the spell itself isn't always available in the castle. Also, Jalib's "Spell Reversal" doesn't reflect Armageddon.
That's why you should take Nazir, and only Obsidian Golems in the army. Then it might become interesting ;)
 

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#36
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And doesn't Nazir have an enhanced Armageddon spell that's different from other mages? As far as I know, in version 3.1, it's the same as everyone else's.
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#37
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Okay, I read the description, and it seems I was wrong. Well, then, it's better to take the Oracle; she can cast more Arcomage spells.
 

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#38
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if you're going to focus on golems, then why not Razazak?
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#39
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Because after all this, you still need to escape from the enemy, and there might not be any golems left.
 

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#40
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Single Golems + BDP + Armageddon?
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#41
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Yeah, I guess so. But I was just thinking that obsidian golems, due to their magic regeneration from Chaos magic, might be able to last longer, which means we could try without using units with the "single attack" ability...
 

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#42
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In well-thought-out magic. And also, to some extent, in mini-artifacts. Playing as this faction is certainly challenging, but for those who want to toughen up, it's worth it.
#43
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I've never played as mages on large maps, but they really shine in the late game. I saw a video from a popular blogger about the fifth game, and he built a mage with almost 50 knowledge. As a result, his high-level creatures had +11 to attack and defense, as well as about +50% to initiative. Considering that the mage's army has 3 archers, this initiative bonus is a huge advantage, as it allows him to destroy enemy units before they even get their turn.
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#44
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I've never played a full game against a human opponent, only against the AI, so my next observation is for playing against the computer. In the early stages, mages are weak, but when the Oracle hero has spellpower plus leadership and luck/pathfinding, she becomes a monster. She has a tactic against any army, using frenzy and enslave on some, clones on others, and Armageddon on others... Also, you can leave a second hero to guard the castle – the Oracle will pass on the necessary experience through mentoring... All neutral creatures are either defeated without losses or join your side... The Oracle can carry titans or titans and rakshasa with her... I definitely defeated (the main hero) a dwarf, a warlock, and even a necromancer this way... You only have to get creative if the enemy has immunity to dark magic... and with enslave, you can defeat anyone... and of course, you need to remember about artifacts that greatly enhance creatures...
In reply to Pavlinho
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#45
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Pavlinho
I've never played a full game against a human player, only against the AI, so my next conclusion is for playing against the computer. In the early stages, mages are weak, but when the Oracle hero has Spellpower plus Leadership and Luck, she's a monster. She has a tactic against any army: she uses Frenzy and Enslave on some, Clone on others, and Armageddon on others... Also, you can leave a second hero to guard the castle, and the Oracle can pass on the necessary experience through Mentoring... All neutral creatures are either defeated without losses or join you.... The Oracle can carry Titans, or Titans and Rakshasa with her... I definitely defeated (the main hero) of the Dwarf, Necromancer, and even the Dark Mage this way... You only have to get creative if the enemy has immunity to Dark magic... and with Enslave, you can defeat anyone.... And of course, you need to remember about artifacts that greatly enhance creatures...
Against the computer, mages are strong at any stage, in my opinion. There's Hafiz with a bunch of Gremlins and Machines, and there's Nurah, etc. And playing as mages is always very flexible, whether it's a Warrior, a Machinist, or a Summoner, etc. In my opinion, it's one of the most interesting factions.
На дальней станции сойду...
Трава по пояс,
Зайду в траву, как в море босиком...
In reply to Григорий Ковалев
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#46
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Grigory Kovalev
In my opinion, mages are strong against the AI at any stage of the game. There's Hafiz with a bunch of gremlins and machines, and Nur, etc. And playing as mages is always very flexible; you can be a warrior, a machinist, or a summoner, etc. It's one of the most interesting factions, in my opinion.
I don't like the first three creatures of the mages, especially I can't stand gargoyles... they're just unpleasant.